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@ -86,7 +86,7 @@
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Distance at which level elements (sprites) collide, in RCL_Unit (1024 per
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square).
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*/
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#define SFG_ELEMENT_COLLISION_RADIUS 1900
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#define SFG_ELEMENT_COLLISION_RADIUS 1800
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/**
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Height, in RCL_Units, at which collisions happen with level elements
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@ -95,15 +95,18 @@
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#define SFG_ELEMENT_COLLISION_HEIGHT 1024
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/**
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Distance at which explosion does damage and throws away the player and
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monsters, in RCL_Units.
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Distance at which explosion does damage and throws away the player, in
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RCL_Units. Should be higher than SFG_ELEMENT_COLLISION_RADIUS so that
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exploded rockets also hurt the target.
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*/
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#define SFG_EXPLOSION_RADIUS 2048
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#define SFG_EXPLOSION_RADIUS 2000
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/**
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Distance in RCL_Units which the player is pushed away by an explosion.
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Distance in RCL_Units which the player is pushed away by an explosion. Watch
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out, a slightly higher value can make player go through walls. Rather keep
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this under RCL_UNITS_PER_SQUARE;
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*/
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#define SFG_EXPLOSION_PUSH_AWAY_DISTANCE 1200
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#define SFG_EXPLOSION_PUSH_AWAY_DISTANCE 1023
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/**
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How much damage triggers a barrel explosion.
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@ -552,7 +555,7 @@ SFG_PROGRAM_MEMORY uint8_t SFG_attackDamageTable[SFG_WEAPON_FIRE_TYPES_TOTAL] =
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lllll: eigth of frames to live
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*/
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#define LOW_FPS (SFG_FPS < 20) ///< low FPS needs low speeds, because collisions
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#define LOW_FPS (SFG_FPS < 24) ///< low FPS needs low speeds, because collisions
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SFG_PROGRAM_MEMORY uint8_t SFG_projectileAttributeTable[SFG_PROJECTILES_TOTAL] =
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{
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